you get one bonus - assign it where?

Driddle

First Post
Let's say you get one feat sometime early in your PC's career that effectively improves one aspect of his capabilities with a decent bonus. (Cannot be used to increase attributes Str, Dex, ect.) Where would you assign that bonus? Which area is most important to your character's development and/or survival?

Some possibilities come to mind:
* Act first (initiative)
* Get there quickly (movement)
* Hit the opponent more easily ("to hit")
* Do more damage
* Don't be hit as often (AC)
 

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You haven't provided enough data to answer the question. Depending on the type of character and how early (1st level? 3rd? 4th?) in the PC's career it is, it could be any or none of the listed areas.
 
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I would apply it to the weakest saving throw. Typically FORT, or WILL because those have more detrimental effects from spells or poisons than most REFL saves.

I think at higher levels it's more about the saving throws sometimes than it is the physical damage. In many instances a single spell can knock you completely out of a battle.

*edit* you make it sound like you're not using the PHB feats. :confused:
 
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That's like calling a doctor on the phone and saying "I don't feel well, what medicine should I take?".

For what type of character? A spellcaster? A melee-er? What kind of melee-er? An archer? A tank? What kind of tank? A barbarian? A paladin? Etcetera, etcetera...
 

Zappo said:
That's like calling a doctor on the phone and saying "I don't feel well, what medicine should I take?".

For what type of character? A spellcaster? A melee-er? What kind of melee-er? An archer? A tank? What kind of tank? A barbarian? A paladin? Etcetera, etcetera...

It's open for discussion. Be flexible.
 

I agree with the others, in regards to the lack of information, but based on what you have written:

I would go with increase in movement.

1. You get there when you need to
2. You can get away when you have to
3. They can't hit you if your not there
4. You can almost always win a "race" - a race to get to the treasure, etc.
5. Faster movement = higher jumping
6. A "bigger" combat area in terms of where you can move
 

I see. Well, for a rogue focused on sneak attack, I'd boost initiative, to ensure that I catch opponents flat-footed more often than not.
For a slow character, such as a typical tank, I'd boost movement, because being a tank is useless if you have to waste two rounds getting there.
For well-rounded fighters that can fight, defend, and move decently, I'd boost to-damage.
However, if I have power attack I'm better off boosting to-hit, since I can turn that into to-damage at will.
For a spellcaster, I'd boost AC or hit points.
Finally, if I have a very low Will or Fortitude save, I'd boost that instead of anything previously mentioned.
 

I'm leaning toward d.beast's choice as well, for almost any character, because you can't hit what's not there. ... Move in, move out, do some damage but mostly stay away from danger.

Zappo said:
For well-rounded fighters that can fight, defend, and move decently, I'd boost to-damage.

Early in the career, though, there aren't too many "well-rounded" fighters yet. So before you reach that point of being balanced, what's going to be your primary focus of development?

For a front-line or secondary combatant, I'm trying to decide if it's better to be able to hit more often (and do a piddly bit of damage), or do more damage (assuming you can hit anything at all) ... OR boost your own defenses so you can survive in case the monster doesn't go down quickly.
 

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